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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Backbencher123

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  1. Hello Everyone, Now a days, my mind is so sharp because he has many different different ideas for making money. But i have a question about Gaming zone, I want to invest money for making a gamezone. I dont know how much useful this idea, i want suggestions please suggest me if you have experience in gamingzone.
  2. Hello xdc, The c++ code is always simple to understand compare to the Java, Advance java, .net etc. Computers are some of the a lot of able accoutrement that we accept available. They are able of assuming beauteous feats of computation, they acquiesce advice to be exchanged calmly behindhand of location, they abridge abounding every-day tasks, and they acquiesce us to automate abounding processes that would be annoying or arid to accomplish otherwise. However, computers are not "intelligent" as we are. They accept to be told in no ambiguous agreement absolutely what they're declared to do, and their built-in languages are absolutely clashing annihilation we speak. Thus, there's a appalling accent barrier amid a being who wishes a computer to do something, and the computer that does not apperceive what it's declared to do. So far, computers cannot amount out what they are declared to do on their own, and appropriately they await on programs which we create, which are sets of instructions that the computer can accept and follow. Thanks and nice thread, i like your point of view.